Got a new render, going in some sort of retro sci-fi direction.
One of these scenes one could work on for ever literally.

This giant 8m light in the background shining over a 2km mountain in length was trickier than expected, one of these situations where some sort of falloff light slider would do the job instantaneously.

lape wrote:great! what kind of textures did you use for this ice/stone surface? (and what is you modeling software?)

Thanks man!

The mountain texture is a hand paint from various mountain photographs. It also uses multiple blend materials for varying bumps/displacements/specularity. Oh and I use C4D.

Mor4us wrote:great work, though it kinda reminds me of a snowy scifi mordor

Thanks dude! Really digging your clean style by the way. So pro!

Here are some first and quick tests on trying to render clouds in Indigo. Still got this cheesy 90s look to them.

Would there be some way of using 3D noise as blend maps between invisible and volumetric materials by any chance? Everything I've tried so far with C4D noise or ISL lead to either very funky results or none at all.

I had worked on a 2d cloud shader, a diffuse transmitter with a similar shading as yours and with a downwards displacement to figure volume. Didn't finish that, never tested in a real scene. Might post material in my wip thread.

Oh been a while since I've posted here. Attached some recent renderings.

wlf_alex wrote:This is my experiment with thin clouds in Cindigo. But it is cheating , just Phong material with noise.

Thanks for the scene file man! Although I've forgot to mention that I was looking for fully volumetric clouds to catch light, interact with objects etc. The stuff CTZn linked was more the stuff I was looking for, although by now I had a play with it and for me it's simply not artist friendly enough. At least nothing I could properly visualize and tweak in a scene.

I still should fill a support ticket but I can post about it here as well, maybe some C4D users got other ot better suggestions.

Currently the 'Internal Medium' tab has no texture field to feed in noises which is a pity. (I don't know if it's technically possible though)
What I would love to see is something like this: http://code.vonc.fr/?a=30
Basically noises subtraction in ideal coupled with this: http://code.vonc.fr/?a=29

This would also be awesome to have to previsualize clouds in your viewport as basic geometry with simple shaders and once you're ready for final you could feed the same noise pattern into your Indigo shader and render.